Deep down in the forest is a very nice spot. only... Some crazy people wandering around and shoot everyone they see. The peacefull place has become a real warzone.
Changes.
It's crossable now
Made the map bigger
removed the tree models
Lot's of more forest sounds
Animal textures
All the lights you see are the medic and ammo supplies
John Carmack has released an open-source port of Wolfenstein for the iPhone. Search levels for hidden secrets that reveal stolen Nazi treasure, health packs, ammo and weapons or even short cuts. Choose clever new touch controls or drive with the tilt controls to halt the diabolical Nazi schemes. Wolfenstein 3D Classic makes use of an all new control system designed for the iPhone by technical visionary and id Software founder, John Carmack.
Allies have to destroy the power generator to the bunker forcefield. Then blow the bunker doors to the golden joint. Fight your way trough the streets and canals of Amsterdam. Don't get stoned on your way to the objective private! Move...
February 18, 1944. Under cover of night, an elite Allied squad has orders to sabotage the Axis Outpost guarding the Road to Amiens. 5km to the north, Amiens Prison holds 700 inmates, including several important leaders in the French Resistance - 12 of whom are to be executed in 24 hours! Allies must succeed or the French activists will be shot!
Southern France, 1942. The Axis found a ruine which can be used perfect as headquarter. The Allies noticed the movement of the Axis soldiers towards this ruine and try to prevent them from capturing this place. Kill the Enemy and you will be victorious!
Rumours say the screenshots of the multiplayer from the upcoming Wolfenstein are leaked. Wolfenstein-Zone.com was forced by Activision to remove the pictures, but I've seen the screenshots are still online on many other sites, so I decided to host them, too.
The official site for the new Wolfenstein game due out this summer, Wolfenstein.com, has been opened and updated with screenshots, concept art, info and even some IM icons! That's right Wolf fans, the site is open with a forum for you and everything with much more on the way. Still to come are 3D screenshots, mission info and webisodes! Get over to Wolfenstein.com and get into the swing of things, it's gonna get hot around here!"
After visiting Wolfenstein.com, my anticipation turned into anger...
Tomorrow night's edition of GameTrailers TV is taking viewers inside Raven Software, developers of the new Wolfenstein title that looks to set itself apart from pervious incarnations of the popular franchise by being all bad-ass and mysterious. Gamers will get a first-look at one of the game's bosses, exclusive new gameplay, cut-scenes and more as they prep for Wolfenstein's release on the PS3, 360, and PC later this year..
GameTrailers TV airs Friday night at 1 AM Eastern/Pacific on SPIKE TV (10 PM PST on Direct TV).View a promo for the show and see some Wolfy footage after the jump.
Have no map source Files? No problem, edit the BSP! This Tutorial will show you how to Hex a bsp compiled level for all ID-Tech3 based games! This tutorial is provided as HTML- and PDF-Document.
During an intense attack by Axis forces using a small fleet of Himmel Airships the capital ship, Himmelsfaust, received heavy damage and was in dire need of repairs. Unable to function properly a retreat was ordered. The ship managed to make port at one the sky docks held be the Axis, however the allies managed to track the airships movements and now know the location of the damaged craft. They now plan to raid the sky dock and permanently damage the airship to prevent such assaults in future.
There are now some news available about TeamSpeak 3 client:
TeamSpeak 3's Core Architecture OK, for all you techies and brainiacs out there, we are developing the client in two layers, the core part which we usually refer to as the ClientLib and the interface part which we call the ClientUI. The ClientUI uses the ClientLib to do all the interaction with TeamSpeak 3 servers (like connecting, disconnecting, creating channels, etc). The ClientUI is responsible for the user interface (hence UI), as it presents the user with dialogs and windows showing information retrieved from the ClientLib (e.g. the channel list in a tree view) and it allows the user to issue commands (e.g. right click on a user and kick client) that are submitted into the ClientLib which carries the command into execution. The advantage of this modular approach can easily be seen from a developer's point of view. When anybody wishes to create an entirely new user interface, he just takes the existing ClientLib , and substitutes our ClientUI with his own completely custom interface.
The four boxes at the top are the things a regular user is most likely to encounter.
The 'graphical user interface' (Qt) is the main TeamSpeak 3 client application, similar to what you use currently in TeamSpeak 2. Note, however, that TeamSpeak 3 will now natively support Macintosh, Linux, and Windows platforms (hooray!).
The 'console user interface' is currently used for stress testing a TeamSpeak 3 server with bot-like clients, but depending on the lua script (scripting language) it is now capable of doing just about anything you can imagine!
'Telnet' and 'Scripts / Programs, 3rd Party, Web Interface' all use our new powerful query interface similar to TeamSpeak 2's TCPQuery but much more powerful. In addition, the web interface is now an external PHP script which can be used to administer a TeamSpeak server via a web browser.
ClientLib/SDK is a library (dll/so) which makes it possible to interact with the server by using its simple programming interface. So, it provides the possibility to for example connect to a server, mute the microphone, or switch channels. The Capture/Playback/Input components are going to provide a plugin system which allows you to for example write your own playback plugin which streams the output to a shoutcast server in addition to playing it back. Although the UDP protocol is a superior choice for real time voice communication, TeamSpeak 3 will also provide the option of using TCP instead of UDP. Support for TCP connectivity is particularly useful for circumstances where people need to use proxies, or where UDP is completely blocked due to corporate firewalls, etc.
Server is fairly self-explanatory, we will support a database plugin system so for example you can write your own plugin for a completely proprietary database if you wanted to. The server components will also be available as a library version to include into your own application.
Calculation of LOD for playermodels (Level Of Detail):
The user can manually adjust the LOD-Minimum per surface, and see the model-detail change on screen. Every ET playermodel needs a so called (pre-calculated) collapsemap for the game to be able to render the model correctly. If a playermodel does not contain this LOD-data, triangles will go invisible. This tool can calculate the needed LOD-data. Be aware that LOD works automaticly in-game. Depending on the distance from the viewer, the game will render the playermodel on a different level of detail. If You look at a low detail model up close, it may look 'ugly'. In-game players only see low detailed models when they are far away. (Credits go to Stan Melax for his polygon-reduction routine. I only converted it to Delphi and added a few extra lines of code to it so it works better with non-closed/open models).
Convert .MAP brushwork to a .MD3 model:
Mappers can make a model in Radiant from just brushwork, and use this tool to convert it to an MD3 model. The final model can then be used in Radiant as a misc_gamemodel or misc_model.The tool will check if the .map-file does not exceed the limits for MD3-files (max surfaces/verticles/faces), so not just any .map-file can be loaded and converted to an MD3-model. Any 'common'-shader will not produce triangles, so using caulk is recommended..This option may be fun even for unexperienced model-makers.
Export frames from playermodels to animated MD3:
Save a selected range of frames to an animated MD3. Tags are also exported, so the mapper is able to attach other models to the final MD3.
Combine frames from MD3-files into one final MD3:
With this option the user can create animated MD3 models from a combination of frames from other MD3 models.